Saturday, 2 May 2009

The Restless Dead of Redway

I mentioned in a previous post that I'm after groups to test The Adventurer's Tale. As a further treat to lure in testers I'm going to provide all you need for a quickstart adventure in the game, right here in a blogpost. Expect little in the way of plot, but an immediate action-filled starting point for a group wanting to dive in.

The Restless Dead of Redway

Redway is a village of no more than a hundred people. Its exact location is unimportant but it will have Woods to the North and a main road leading in from the plains to the South. The adventurers should all have a reason to be entering the village some time after sunset. They could be returning home or stopping by on their travels.

Upon entering Redway, from the bottom of the map below, the adventurers will not find a living soul. Instead they will face an immediate encounter rolled on the Wandering Zombie table found further below.

Village map, shamelessly taken from elsewhere. Just rub the serial numbers off.

The buildings not labelled are family homes, all others will be suitably outfitted for their purpose listed. Each building will have 1d6 Treasure that can be salvaged from it. Roll each time the adventurers enter or leave a building. On a 1-3 they will roll on the Wandering Zombie table found further below. On 6 they will find a survivor (Body 4, Craft 2) that will provide a little insight into the situation. Roll once on the Survivor Insight table found further below.

Wandering Zombie Table

1: 1 Hulk

2: 1d6 Chargers and 1d6 Hounds

3: 1d6 Shamblers and 1d6 Crows

4: 1 Lurker

5: 1 Tearer and 1d6 Shamblers

6: 2d6 Shamblers

Immediately after any Wandering Zombie encounter is completed make a roll. On a 1 the noise has attracted the Zombie Horde. Roll below immediately and have the Horde rolled emerge.

Zombie Horde Table

1: 2d6 Shamblers, 1d6 Lurkers and 1 Tearer

2: 3d6 Shamblers and 2d6 Crows

3: 3d6 Chargers and 1 Tearer

4: 1d6 Hounds, 1d6 Chargers and 1 Hulk

5: 1d6 Lurkers and 2d6 Crows

6: 5d6 Shamblers and 1 Tearer

The GM should keep track of the number of human zombies that are killed. If this ever exceeds 100 then Redway has been cleaned out completely, now just another abandoned town filled with corpses.

Survivor Insight

1: This survivor can do nothing but babble nonsense.

2: The survivor tells the adventurers how their family were brutally killed, in horrible detail. Other than that, they know nothing.

3: This survivor can only babble about this being the work of "her" and will attempt to flee from the adventurers at every opportunity.

4: This survivor has no immediate insight, but if asked about the Black Hag they will reveal that she is known to live in the woods to the north.

5: The survivor is quite mad, but will babble about the Black Hag of the woods constantly.

6: The survivor reveals that a hag living in the northern forest was seen lurking around the village outskirts recently. They suspect this is the work of her!

Forbidden Knowledge

Any adventurer may attempt a DN7 Wisdom test to recognise the weakness of the Zombies, specifically that they are killed by being beheaded or having their bodies utterly destroyed.

The Zombies

Zombie ShamblerThe most pathetic of zombiekind. They seem to have retained no intelligence at all and simple walk slowly towards any survivors in great numbers.Body 3Melee 1Claws and Bite (Damage 2)Relentless: A zombie ignores any non-critical hits that cause less than 4 Damage. Critical hits damage the Zombie as normal.Arise: Roll when the zombie is killed without being beheaded or utterly destroyed. On a 6 it immediately rises again, but this time any damage will kill it permanently.

Zombie ChargerRather than shambling forwards, these zombies hurl themselves forward at great speeds, leaping onto their prey. Body 3Melee 2, Grace 2Claws and Bite (Damage 2)Relentless: A zombie ignores any non-critical hits that cause less than 4 Damage. Critical hits damage the Zombie as normal.Arise: Roll when the zombie is killed without being beheaded or utterly destroyed. On a 6 it immediately rises again, but this time any damage will kill it permanently.

Zombie TearerSome bodies react violently to becoming a zombie, their muscles swelling and bone claws sprouting from their hands. Other zombies instinctively gather around them due to their knack for finding victims.Body 6Melee 4, Awareness 4Claws and Bite (Damage 3)Relentless: A zombie ignores any non-critical hits that cause less than 4 Damage. Critical hits damage the Zombie as normal.Arise: Roll as soon as the Tearer is killed. On a 6 the body twitches and spasms as it grows into a Zombie Hulk, recovering all Damage.

Zombie LurkerThese Zombies have retained some of their human cunning and survival instinct, preferring to strike from the shadows with throwing axes or rocks.Body 3Melee 1, Shooting 2. Grace 3Claws and Bite (Damage 2), Improvised Thrown Weapon (Damage 2, Ranged)Relentless: A zombie ignores any non-critical hits that cause less than 4 Damage. Critical hits damage the Zombie as normal.Arise: Roll when the zombie is killed without being beheaded or utterly destroyed. On a 6 it immediately rises again, but this time any damage will kill it permanently.

Zombie HulkA Zombie Tearer that survives long enough will go through a second phase as a huge, hulking beast up to twelve feet tall. These will do little more than rampage around the area, smashing walls and any survivors they encounter. Other zombies know to give these horrors some space.Body 14Melee 4Pounding Fists (Damage 4)Relentless: A zombie ignores any non-critical hits that cause less than 4 Damage. Critical hits damage the Zombie as normal.

Zombie HoundNot only humans were affected by the zombie curse. These dogs appear at first to be rabid, living beasts, but a look into their red eyes reveals their true nature. Body 3Melee 1, Awareness 3, Grace 3.Bite (Damage 2)Pack Attack: A hound deals an extra point of Damage when he hits an opponent that has been engaged by one or more Warhounds since their last turn.

Zombie CrowsPicking at the flesh of zombies turns many crows into flying corpses, leaving a trail of feathers as they flap. They follow zombies so that they can scavenge on their kills, sometimes descending on the victims to aid in their death.Body 1Grace 5, Awareness 4Beak and Claws (Damage 1)Distract: If there are any Zombie Crows next to a character they subtract 1 from any combat rolls.

At the end of any encounter, secretly roll for each adventurer that took damage from a zombie. On a 1 they are unknowingly effected. Roll again after each encounter, or every hour. On a 1 they turn into a Shambler, on a 2 a Charger and on a 3 a Tearer. On a 4-6 they do not turn yet.

A DN8 Wisdom test will identify an infected adventurer, who can be cured by any form of magical healing. Even if they are unaware of the infection, magical healing will remove it.

Anyone killed by a zombie will arise as one within a matter of minutes.

The Black Hag

This curse is, in fact, the work of a Hag living in the forest just to the North of Redway. If the adventurers head into these woods they will soon find her and she will happily boast about the success of her curse on the village. Her motive in doing so is little more than jealousy, after being cast out from the village as a child for her deformation and wicked nature.If the Black Hag is killed the curse is lifted and all zombies will immediately fall to the ground as corpses. Anyone infected, but not yet turned, will immediately recover.

HagA black robe and hood covers the deformed face of the Hag, hunched over a gnarled staff. If attacked she will point her staff at her opponents and attempt her Mind Stab. If the fight turns against her she will attempt to fly away to safety using her magic. Body 4Melee 3, Awareness 3, Grace 3, Wisdom 6Staff (Damage 2, counts as shield in Melee), 3d6 Treasure.Spells: Tongues, Mind Stab, Flight, Magic Strike

This is a very quick and dirty adventure, so it's ripe for a little expansion or customisation from a GM.Enjoy and do your best to survive.